Settlement Rules
Settlement Rules
Settlement Requirements
Item Requirements Deficiency .
Settler 1 Food, 1 Water, 1 Bed under a Roof, 1 Defense, 1 Seat -1 Happiness per missing Item, per Settler
Crop 1 Water per 2 Crops Crop dies if no water for two weeks
Brahmin 1 Water, 1 Trough (per two Brahmin) Brahmin dies if no water for one week
Robot Robot Charging Station Robot non-operational until charged
Dog/Cat, etc.. None, not factored into population characteristic None
Settlement Statistics:
Population: Total Settlers Temptation: Food Production + Water Production + 2x Brahmin
Food: Crop Total Production Defense: Per Defenses
Water: Pumps/Purifier Production Power: Generators
Beds: Beds within Structures Drain: Total Power Consumption
Happiness: 6 +/- Modifiers
Raids
Raid Chance Roll 1d20 / Week. TN = (Temptation – Defenses) (minimum 1)
Raid Outcome 1d20 (+/1 Defense under/over Temptation, +1 per 5 Happiness)
Settlement Footprint
Settlement Size Plots Crew Needed Clearing Time Junk Recovered
Small Settlement 10 2+ 1 Week 10d20
Medium Settlement 20 3+ 2 Weeks 20d20
Large Settlement 30 6+ 3 Weeks 30d20
Enormous Settlement 50 8+ 4 Weeks 50d20
Structures
Structure Plots Effects Resources
Outhouse 1 +1 Happiness (if 1 per 10 Settlers) 8 Common
Small Shack 1 Houses 4 Settlers or 1 Store 50 Common
Large Shack 2 Houses 8 Settlers or 2 Stores 75 Common
Small Hall 1 Houses 4 Settlers (-1 Happiness) or 2 Stores 50 Common
Medium Hall 2 Houses 6 Settlers (-2 Happiness) or 4 Stores 75 Common
Large Hall 3 Houses 8 Settlers (-3 Happiness) or 6 Stores 100 Common
Door -- Provides Secure Entry Point 6 Common
Power Conduit -- Attaches structure to power grid 5 Common, 2 Uncommon
Settlement Rules
Defenses
Item Defense Notes (Requirements) Resources
Gate +0 Limits Access Points 25 Common
Fence +0 +1 Raid Outcome Settlement Plots x 12 Common
Junk Wall +0 +3 Raid Outcome Settlement Plots x 36 Common
Guard Post +2 (1 Plot, 1 Settler) 14 Common
Guard Tower +3 (1 Plot, 1 Settler) 18 Common
Spotlight +2 (2 Power) 8 Common, 5 Uncommon, 1 Rare
Tesla Arc Trap +2 (1 Power, Science 2) 2 Common, 3 Uncommon, 1 Rare
Radiation Emitter +2 (1 Power, Science 2) 4 Common, 2 Uncommon, 3 Rare
Flamethrower Trap +3 (1 Power) 7 Common, 18 Uncommon
Machinegun Turret +5 -- 8 Common, 5 Uncommon
Hvy Machinegun Turret +8 (Gun Nut 1) 10 Common, 8 Uncommon
Shotgun Turret +8 (2 Power, Gun Nut 2) 6 Common, 17 Uncommon, 5 Rare
Laser Turret +8 (2 Power, Science 1) 8 Common, 10 Uncommon, 9 Rare
Hvy Laser Turret +12 (2 Power, Science 3) 3 Common, 14 Uncommon, 16 Rare
Missile Turret +15 (2 Power, Gun Nut 3) 6 Common, 22 Uncommon, 6 Rare
Power
Item Power Notes (Requirements) Resources
Windmill Generator 3 Pts (1 Plot) 15 Common, 16 Uncommon
Small Generator 3 Pts (1 Plot, Science 1) 7 Common, 7 Uncommon
Medium Generator 5 Pts (1 Plot, Science 2) 11 Common, 9 Uncommon
Large Generator 10 Pts (1 Plot, Science 3) 4 Common, 33 Uncommon, 3 Rare
Fusion Generator 100 Pts (1 Plot, Science 4) 2 Common, 67 Uncommon, 20 Rare
Power Grid -- Per Item Linked to Grid 3 Common, 1 Uncommon
Lights
Location Pwr Need Effect (max +5 happiness) Resources
Small Shack 2 +1 Happiness 6 Common, 2 Uncommon
Large Shack 4 +1 Happiness 12 Common, 4 Uncommon
Small Hall 2 +1 Happiness 6 Common, 2 Uncommon
Medium Hall 4 +1 Happiness 12 Common, 4 Uncommon
Large Hall 6 +1 Happiness 18 Common, 6 Uncommon
Settlement Plot Streetlights 2 +1 Happiness 40 Common, 4 Uncommon
Bedding
Item Effects Resources
Sleeping Bag Sleep 3 Hrs Maximum + Disease, Portable 3 Common
Mattress (on floor) Sleep 5 Hrs Maximum + Disease 6 Common
Single Bed Allows 1 Person to Sleep 8 Common
Double Bed Allows 2 People to Sleep 10 Common
Water
Resource Water Requirements Resources
Manual Pump 3 1 Plot per 4 Pumps 5 Common, 1 Uncommon
Powered Pump 10 1 Plot per 2 Pumps, 4 Power 25 Common, 12 Uncommon
Purifier 10 1 (water) Plot per Pump, 2 Power 19 Common, 4 Uncommon
Industrial Purifier 40 1 (water) Plot per Pump , 4 Power 36 Common, 14 Uncommon
Settlement Rules
Crops
Crop Food Requirements Resources
Carrot 0.5 1 Plot & 1 Settler per 12 1 Carrot
Corn 0.5 1 Plot & 1 Settler per 12 1 Corn
Gourd 0.5 1 Plot & 1 Settler per 12 1 Gourd
Melon 0.5 1 Plot & 1 Settler per 12 1 Melon
Mutfruit 1 1 Plot & 1 Settler per 6 1 Mutfruit
Razorgrain 0.5 1 Plot & 1 Settler per 12 1 Razorgrain
Tato 0.5 1 Plot & 1 Settler per 12 1 Tato
Brahmin Trough -- 1 Plot (Feeds 2 Brahmin) 10 Common
*Only the highest bonus from each type of shop is counted. Multiple shops of the same type do not stack
The Monthly return is held for investors to claim when they wish
Trade Routes
Raid Monthly
Type Bonus* Chance** Guard Cost*** Resources to Establish
Provisioner +1D 17+ 20 8 Common, 1 Brahmin, 1 Settler, 200 Caps
Caravan +2D 18+ 40 16 Common, 2 Brahmin, 2 Settlers, 400 Caps
Caravan Network +4D 19+ 80 32 Common, 4 Brahmin, 4 Settlers, 800 Caps
Size: ___________________________ Total Plots: __________ Land Plots: __________ Water Plots: __________
Settlers
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Settlement Rules
Plot Improvements Adjustments .
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Settlement Rules
Additional Settlers
Name Type Personality Assignment Notes